We will build a game off of the Asteroids with Sliders 2 game provided. You will produce Alien attackers who will aim and fire on your Fighter as they move about Spaceland.
Please review the program before you play to familiarize yourself with this version of Asteroids. Many Procedures have been added to “improve” the game as well as added movement commands and sliders to control variables without going into the program concerning speed, size, etc of the various breeds.
You will produce a game referencing many of the Procedures already created concerning the Fighter. You will be creating Procedures for the Aliens and the Lasers that the Aliens will fire at the Fighter. Copy my programming directions and test the game before you start adding your own modifications to the game.
1) First you will need to create two breeds: one for the Aliens and one for the Lasers. It is better to use Simple Shapes or Objects that the laptops can create. Some laptops have integrated graphics chips and have problems with rendering (showing) complex objects.
2) A Variable Shared number will be needed to be created and dragged to the fighter window. It is found in the Factory Variable section. The name Fighter will appear in the top of the block automatically. Rename the bottom Fighter ID yourself. This will allow the program to identify the Fighters so the Aliens can aim at the Fighters
3) Drag a Procedure into the Alien window. The top will rename as Alien automatically. Name the procedure below Alien Firing Procedure. Use the appropriate blocks. The programming states picking a random number between 1-100 continually. If the number is greater than 80 and the number of Lasers moving in Spaceland is less than 3, the Alien will aim at the Fighter a little to the left or right (1 degree) and hatch (create) a laser at the Fighter.
4) Drag a Procedure into the Laser window. The top of the procedure will rename itself Laser. Name the bottom Laser Movement. The Lasers will travel at a speed of 5 but if they reach the edges of Spaceland, they will die and disappear from view. This procedure is similar to the Projectile Motion procedure.
5) Drag a Setup block into the Setup window. Rename this Setup to Fighter vs Alien Setup. Place the blocks where needed. The Runtime Fighter Size block is found in My Blocks-Runtime section. The Aliens are set to appear at the x and y coordinates of -45 and 45 respectively. This will place the Aliens to appear in the upper left
quadrant.
6) Drag another Forever block into the Runtime window. Rename this Forever block Alien Attack. You will notice a lot of slots to fill. From My Blocks drag the Procedures for the Fighter, Projectile, Alien, and Laser to their appropriate places. Add random movement for the Aliens. You created the Procedures for the Alien-Firing Procedure and Laser-Movement. We are reusing the Fighter-Movement/Firing and Projectile-Projectile Motion procedures.
7) Drag two Collision blocks into the Collision window. Make sure they are Laser-Fighter and Projectile-Alien. Provide the blocks needed. If the Fighter hits an Alien nothing happens. If the Fighter hits a Laser, the Fighter dies with a sound. If the Projectile hits an Alien, the Alien dies with a sounds.
Asteroids Finale
We will build a game off of the Asteroids with Sliders 2 game provided. You will produce Alien attackers who will aim and fire on your Fighter as they move about Spaceland.
Please review the program before you play to familiarize yourself with this version of Asteroids. Many Procedures have been added to “improve” the game as well as added movement commands and sliders to control variables without going into the program concerning speed, size, etc of the various breeds.
You will produce a game referencing many of the Procedures already created concerning the Fighter. You will be creating Procedures for the Aliens and the Lasers that the Aliens will fire at the Fighter. Copy my programming directions and test the game before you start adding your own modifications to the game.
1) First you will need to create two breeds: one for the Aliens and one for the Lasers. It is better to use Simple Shapes or Objects that the laptops can create. Some laptops have integrated graphics chips and have problems with rendering (showing) complex objects.
2) A Variable Shared number will be needed to be created and dragged to the fighter window. It is found in the Factory Variable section. The name Fighter will appear in the top of the block automatically. Rename the bottom Fighter ID yourself. This will allow the program to identify the Fighters so the Aliens can aim at the Fighters
3) Drag a Procedure into the Alien window. The top will rename as Alien automatically. Name the procedure below Alien Firing Procedure. Use the appropriate blocks. The programming states picking a random number between 1-100 continually. If the number is greater than 80 and the number of Lasers moving in Spaceland is less than 3, the Alien will aim at the Fighter a little to the left or right (1 degree) and hatch (create) a laser at the Fighter.
4) Drag a Procedure into the Laser window. The top of the procedure will rename itself Laser. Name the bottom Laser Movement. The Lasers will travel at a speed of 5 but if they reach the edges of Spaceland, they will die and disappear from view. This procedure is similar to the Projectile Motion procedure.
quadrant.
6) Drag another Forever block into the Runtime window. Rename this Forever block Alien Attack. You will notice a lot of slots to fill. From My Blocks drag the Procedures for the Fighter, Projectile, Alien, and Laser to their appropriate places. Add random movement for the Aliens. You created the Procedures for the Alien-Firing Procedure and Laser-Movement. We are reusing the Fighter-Movement/Firing and Projectile-Projectile Motion procedures.
7) Drag two Collision blocks into the Collision window. Make sure they are Laser-Fighter and Projectile-Alien. Provide the blocks needed. If the Fighter hits an Alien nothing happens. If the Fighter hits a Laser, the Fighter dies with a sound. If the Projectile hits an Alien, the Alien dies with a sounds.
Enjoy the game.